mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-06 09:15:46 -06:00
refactor: continue improving MovableEntity shared implementation
This commit is contained in:
116
src/entity.rs
116
src/entity.rs
@@ -1,5 +1,11 @@
|
||||
//! This module defines the `Entity` trait, which is implemented by all game
|
||||
//! objects that can be moved and rendered.
|
||||
use crate::{
|
||||
constants::{MapTile, BOARD_OFFSET, BOARD_WIDTH, CELL_SIZE},
|
||||
direction::Direction,
|
||||
map::Map,
|
||||
modulation::SimpleTickModulator,
|
||||
};
|
||||
use std::cell::RefCell;
|
||||
use std::rc::Rc;
|
||||
|
||||
/// A trait for game objects that can be moved and rendered.
|
||||
pub trait Entity {
|
||||
@@ -7,7 +13,11 @@ pub trait Entity {
|
||||
fn base(&self) -> &MovableEntity;
|
||||
|
||||
/// Returns true if the entity is colliding with the other entity.
|
||||
fn is_colliding(&self, other: &dyn Entity) -> bool;
|
||||
fn is_colliding(&self, other: &dyn Entity) -> bool {
|
||||
let (x, y) = self.base().pixel_position;
|
||||
let (other_x, other_y) = other.base().pixel_position;
|
||||
x == other_x && y == other_y
|
||||
}
|
||||
|
||||
/// Ticks the entity, which updates its state and position.
|
||||
fn tick(&mut self);
|
||||
@@ -20,13 +30,15 @@ pub struct MovableEntity {
|
||||
/// The position of the entity on the board, in grid coordinates.
|
||||
pub cell_position: (u32, u32),
|
||||
/// The current direction of the entity.
|
||||
pub direction: crate::direction::Direction,
|
||||
pub direction: Direction,
|
||||
/// Movement speed (pixels per tick).
|
||||
pub speed: u32,
|
||||
/// Movement modulator for controlling speed.
|
||||
pub modulation: crate::modulation::SimpleTickModulator,
|
||||
pub modulation: SimpleTickModulator,
|
||||
/// Whether the entity is currently in a tunnel.
|
||||
pub in_tunnel: bool,
|
||||
/// Reference to the game map.
|
||||
pub map: Rc<RefCell<Map>>,
|
||||
}
|
||||
|
||||
impl MovableEntity {
|
||||
@@ -34,9 +46,10 @@ impl MovableEntity {
|
||||
pub fn new(
|
||||
pixel_position: (i32, i32),
|
||||
cell_position: (u32, u32),
|
||||
direction: crate::direction::Direction,
|
||||
direction: Direction,
|
||||
speed: u32,
|
||||
modulation: crate::modulation::SimpleTickModulator,
|
||||
modulation: SimpleTickModulator,
|
||||
map: Rc<RefCell<Map>>,
|
||||
) -> Self {
|
||||
Self {
|
||||
pixel_position,
|
||||
@@ -45,21 +58,21 @@ impl MovableEntity {
|
||||
speed,
|
||||
modulation,
|
||||
in_tunnel: false,
|
||||
map,
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns the position within the current cell, in pixels.
|
||||
pub fn internal_position(&self) -> (u32, u32) {
|
||||
(
|
||||
self.pixel_position.0 as u32 % crate::constants::CELL_SIZE,
|
||||
self.pixel_position.1 as u32 % crate::constants::CELL_SIZE,
|
||||
self.pixel_position.0 as u32 % CELL_SIZE,
|
||||
self.pixel_position.1 as u32 % CELL_SIZE,
|
||||
)
|
||||
}
|
||||
|
||||
/// Move the entity in its current direction by its speed.
|
||||
pub fn move_forward(&mut self) {
|
||||
let speed = self.speed as i32;
|
||||
use crate::direction::Direction;
|
||||
match self.direction {
|
||||
Direction::Right => self.pixel_position.0 += speed,
|
||||
Direction::Left => self.pixel_position.0 -= speed,
|
||||
@@ -67,4 +80,87 @@ impl MovableEntity {
|
||||
Direction::Down => self.pixel_position.1 += speed,
|
||||
}
|
||||
}
|
||||
|
||||
/// Updates the cell position based on the current pixel position.
|
||||
pub fn update_cell_position(&mut self) {
|
||||
self.cell_position = (
|
||||
(self.pixel_position.0 as u32 / CELL_SIZE) - BOARD_OFFSET.0,
|
||||
(self.pixel_position.1 as u32 / CELL_SIZE) - BOARD_OFFSET.1,
|
||||
);
|
||||
}
|
||||
|
||||
/// Calculates the next cell in the given direction.
|
||||
pub fn next_cell(&self, direction: Option<Direction>) -> (i32, i32) {
|
||||
let (x, y) = direction.unwrap_or(self.direction).offset();
|
||||
(
|
||||
self.cell_position.0 as i32 + x,
|
||||
self.cell_position.1 as i32 + y,
|
||||
)
|
||||
}
|
||||
|
||||
/// Returns true if the next cell in the given direction is a wall.
|
||||
pub fn is_wall_ahead(&self, direction: Option<Direction>) -> bool {
|
||||
let next_cell = self.next_cell(direction);
|
||||
matches!(self.map.borrow().get_tile(next_cell), Some(MapTile::Wall))
|
||||
}
|
||||
|
||||
/// Handles tunnel movement and wrapping.
|
||||
/// Returns true if the entity is in a tunnel and was handled.
|
||||
pub fn handle_tunnel(&mut self) -> bool {
|
||||
if !self.in_tunnel {
|
||||
let current_tile = self
|
||||
.map
|
||||
.borrow()
|
||||
.get_tile((self.cell_position.0 as i32, self.cell_position.1 as i32));
|
||||
if matches!(current_tile, Some(MapTile::Tunnel)) {
|
||||
self.in_tunnel = true;
|
||||
}
|
||||
}
|
||||
|
||||
if self.in_tunnel {
|
||||
// If out of bounds, teleport to the opposite side and exit tunnel
|
||||
if self.cell_position.0 == 0 {
|
||||
self.cell_position.0 = BOARD_WIDTH - 2;
|
||||
self.pixel_position =
|
||||
Map::cell_to_pixel((self.cell_position.0, self.cell_position.1));
|
||||
self.in_tunnel = false;
|
||||
true
|
||||
} else if self.cell_position.0 == BOARD_WIDTH - 1 {
|
||||
self.cell_position.0 = 1;
|
||||
self.pixel_position =
|
||||
Map::cell_to_pixel((self.cell_position.0, self.cell_position.1));
|
||||
self.in_tunnel = false;
|
||||
true
|
||||
} else {
|
||||
// Still in tunnel, keep moving
|
||||
true
|
||||
}
|
||||
} else {
|
||||
false
|
||||
}
|
||||
}
|
||||
|
||||
/// Returns true if the entity is aligned with the grid.
|
||||
pub fn is_grid_aligned(&self) -> bool {
|
||||
self.internal_position() == (0, 0)
|
||||
}
|
||||
|
||||
/// Attempts to set the direction if the next cell is not a wall.
|
||||
/// Returns true if the direction was changed.
|
||||
pub fn set_direction_if_valid(&mut self, new_direction: Direction) -> bool {
|
||||
if new_direction == self.direction {
|
||||
return false;
|
||||
}
|
||||
if self.is_wall_ahead(Some(new_direction)) {
|
||||
return false;
|
||||
}
|
||||
self.direction = new_direction;
|
||||
true
|
||||
}
|
||||
}
|
||||
|
||||
/// A trait for entities that can be rendered to the screen.
|
||||
pub trait Renderable {
|
||||
/// Renders the entity to the canvas.
|
||||
fn render(&mut self, canvas: &mut sdl2::render::Canvas<sdl2::video::Window>);
|
||||
}
|
||||
|
||||
71
src/game.rs
71
src/game.rs
@@ -13,12 +13,14 @@ use sdl2::{pixels::Color, render::Canvas, video::Window};
|
||||
use tracing::event;
|
||||
|
||||
use crate::audio::Audio;
|
||||
use crate::constants::{MapTile, BOARD_HEIGHT, BOARD_WIDTH, RAW_BOARD};
|
||||
use crate::direction::Direction;
|
||||
use crate::entity::Entity;
|
||||
use crate::ghosts::Blinky;
|
||||
use crate::map::Map;
|
||||
use crate::pacman::Pacman;
|
||||
use crate::{
|
||||
constants::{MapTile, BOARD_HEIGHT, BOARD_WIDTH, RAW_BOARD},
|
||||
direction::Direction,
|
||||
entity::{Entity, Renderable},
|
||||
ghosts::blinky::Blinky,
|
||||
map::Map,
|
||||
pacman::Pacman,
|
||||
};
|
||||
|
||||
// Embed texture data directly into the executable
|
||||
static PACMAN_TEXTURE_DATA: &[u8] = include_bytes!("../assets/32/pacman.png");
|
||||
@@ -40,6 +42,7 @@ pub enum DebugMode {
|
||||
None,
|
||||
Grid,
|
||||
Pathfinding,
|
||||
ValidPositions,
|
||||
}
|
||||
|
||||
pub struct Game<'a> {
|
||||
@@ -52,7 +55,7 @@ pub struct Game<'a> {
|
||||
map: Rc<std::cell::RefCell<Map>>,
|
||||
debug_mode: DebugMode,
|
||||
score: u32,
|
||||
audio: Audio,
|
||||
audio: crate::audio::Audio,
|
||||
// Add ghost
|
||||
blinky: Blinky<'a>,
|
||||
}
|
||||
@@ -155,7 +158,8 @@ impl Game<'_> {
|
||||
self.debug_mode = match self.debug_mode {
|
||||
DebugMode::None => DebugMode::Grid,
|
||||
DebugMode::Grid => DebugMode::Pathfinding,
|
||||
DebugMode::Pathfinding => DebugMode::None,
|
||||
DebugMode::Pathfinding => DebugMode::ValidPositions,
|
||||
DebugMode::ValidPositions => DebugMode::None,
|
||||
};
|
||||
}
|
||||
|
||||
@@ -185,36 +189,26 @@ impl Game<'_> {
|
||||
// Reset the score
|
||||
self.score = 0;
|
||||
|
||||
// Reset Pacman position
|
||||
// Get valid positions from the cached flood fill
|
||||
let mut map = self.map.borrow_mut();
|
||||
let valid_positions = map.get_valid_playable_positions();
|
||||
let mut rng = rand::rng();
|
||||
|
||||
// Randomize Pac-Man position
|
||||
if let Some(pos) = valid_positions.iter().choose(&mut rng) {
|
||||
let mut pacman = self.pacman.borrow_mut();
|
||||
pacman.base.pixel_position = Map::cell_to_pixel((1, 1));
|
||||
pacman.base.cell_position = (1, 1);
|
||||
pacman.base.pixel_position = Map::cell_to_pixel((pos.x, pos.y));
|
||||
pacman.base.cell_position = (pos.x, pos.y);
|
||||
pacman.base.in_tunnel = false;
|
||||
pacman.base.direction = Direction::Right;
|
||||
pacman.next_direction = None;
|
||||
pacman.stopped = false;
|
||||
}
|
||||
|
||||
// Reset ghost positions and mode
|
||||
let mut rng = rand::rng();
|
||||
let map = self.map.borrow();
|
||||
let mut valid_positions = vec![];
|
||||
for x in 1..(crate::constants::BOARD_WIDTH - 1) {
|
||||
for y in 1..(crate::constants::BOARD_HEIGHT - 1) {
|
||||
let tile_option = map.get_tile((x as i32, y as i32));
|
||||
|
||||
if let Some(tile) = tile_option {
|
||||
match tile {
|
||||
MapTile::Empty | MapTile::Pellet | MapTile::PowerPellet => {
|
||||
valid_positions.push((x, y));
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
if let Some(&(gx, gy)) = valid_positions.iter().choose(&mut rng) {
|
||||
self.blinky.base.pixel_position = Map::cell_to_pixel((gx, gy));
|
||||
self.blinky.base.cell_position = (gx, gy);
|
||||
// Randomize ghost position
|
||||
if let Some(pos) = valid_positions.iter().choose(&mut rng) {
|
||||
self.blinky.base.pixel_position = Map::cell_to_pixel((pos.x, pos.y));
|
||||
self.blinky.base.cell_position = (pos.x, pos.y);
|
||||
self.blinky.base.in_tunnel = false;
|
||||
self.blinky.base.direction = Direction::Left;
|
||||
self.blinky.mode = crate::ghost::GhostMode::Chase;
|
||||
@@ -339,10 +333,21 @@ impl Game<'_> {
|
||||
}
|
||||
|
||||
// Draw the next cell
|
||||
let next_cell = self.pacman.borrow().next_cell(None);
|
||||
let next_cell = self.pacman.borrow().base.next_cell(None);
|
||||
self.draw_cell((next_cell.0 as u32, next_cell.1 as u32), Color::YELLOW);
|
||||
}
|
||||
|
||||
// Show valid playable positions
|
||||
if self.debug_mode == DebugMode::ValidPositions {
|
||||
let valid_positions_vec = {
|
||||
let mut map = self.map.borrow_mut();
|
||||
map.get_valid_playable_positions().clone()
|
||||
};
|
||||
for &pos in &valid_positions_vec {
|
||||
self.draw_cell((pos.x, pos.y), Color::RGB(255, 140, 0)); // ORANGE
|
||||
}
|
||||
}
|
||||
|
||||
// Pathfinding debug mode
|
||||
if self.debug_mode == DebugMode::Pathfinding {
|
||||
// Show the current path for Blinky
|
||||
|
||||
328
src/ghost.rs
328
src/ghost.rs
@@ -1,19 +1,11 @@
|
||||
use pathfinding::prelude::dijkstra;
|
||||
use sdl2::{
|
||||
pixels::Color,
|
||||
render::{Canvas, Texture},
|
||||
video::Window,
|
||||
};
|
||||
use std::cell::RefCell;
|
||||
use std::rc::Rc;
|
||||
|
||||
use rand::Rng;
|
||||
|
||||
use crate::{
|
||||
animation::AnimatedTexture,
|
||||
constants::{MapTile, BOARD_OFFSET, BOARD_WIDTH, CELL_SIZE},
|
||||
constants::{MapTile, BOARD_WIDTH},
|
||||
direction::Direction,
|
||||
entity::{Entity, MovableEntity},
|
||||
entity::{Entity, MovableEntity, Renderable},
|
||||
map::Map,
|
||||
modulation::{SimpleTickModulator, TickModulator},
|
||||
pacman::Pacman,
|
||||
@@ -45,12 +37,12 @@ pub enum GhostType {
|
||||
|
||||
impl GhostType {
|
||||
/// Returns the color of the ghost.
|
||||
pub fn color(&self) -> Color {
|
||||
pub fn color(&self) -> sdl2::pixels::Color {
|
||||
match self {
|
||||
GhostType::Blinky => Color::RGB(255, 0, 0),
|
||||
GhostType::Pinky => Color::RGB(255, 184, 255),
|
||||
GhostType::Inky => Color::RGB(0, 255, 255),
|
||||
GhostType::Clyde => Color::RGB(255, 184, 82),
|
||||
GhostType::Blinky => sdl2::pixels::Color::RGB(255, 0, 0),
|
||||
GhostType::Pinky => sdl2::pixels::Color::RGB(255, 184, 255),
|
||||
GhostType::Inky => sdl2::pixels::Color::RGB(0, 255, 255),
|
||||
GhostType::Clyde => sdl2::pixels::Color::RGB(255, 184, 82),
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -63,10 +55,8 @@ pub struct Ghost<'a> {
|
||||
pub mode: GhostMode,
|
||||
/// The type/personality of this ghost
|
||||
pub ghost_type: GhostType,
|
||||
/// Reference to the game map
|
||||
pub map: Rc<RefCell<Map>>,
|
||||
/// Reference to Pac-Man for targeting
|
||||
pub pacman: Rc<RefCell<Pacman<'a>>>,
|
||||
pub pacman: std::rc::Rc<std::cell::RefCell<Pacman<'a>>>,
|
||||
/// Ghost body sprite
|
||||
body_sprite: AnimatedTexture<'a>,
|
||||
/// Ghost eyes sprite
|
||||
@@ -78,10 +68,10 @@ impl Ghost<'_> {
|
||||
pub fn new<'a>(
|
||||
ghost_type: GhostType,
|
||||
starting_position: (u32, u32),
|
||||
body_texture: Texture<'a>,
|
||||
eyes_texture: Texture<'a>,
|
||||
map: Rc<RefCell<Map>>,
|
||||
pacman: Rc<RefCell<Pacman<'a>>>,
|
||||
body_texture: sdl2::render::Texture<'a>,
|
||||
eyes_texture: sdl2::render::Texture<'a>,
|
||||
map: std::rc::Rc<std::cell::RefCell<Map>>,
|
||||
pacman: std::rc::Rc<std::cell::RefCell<Pacman<'a>>>,
|
||||
) -> Ghost<'a> {
|
||||
let color = ghost_type.color();
|
||||
let mut body_sprite = AnimatedTexture::new(body_texture, 8, 2, 32, 32, Some((-4, -4)));
|
||||
@@ -94,56 +84,94 @@ impl Ghost<'_> {
|
||||
Direction::Left,
|
||||
3,
|
||||
SimpleTickModulator::new(1.0),
|
||||
map,
|
||||
),
|
||||
mode: GhostMode::Chase,
|
||||
ghost_type,
|
||||
map,
|
||||
pacman,
|
||||
body_sprite,
|
||||
eyes_sprite: AnimatedTexture::new(eyes_texture, 1, 4, 32, 32, Some((-4, -4))),
|
||||
}
|
||||
}
|
||||
|
||||
/// Renders the ghost to the canvas
|
||||
pub fn render(&mut self, canvas: &mut Canvas<Window>) {
|
||||
// Render body
|
||||
if self.mode != GhostMode::Eyes {
|
||||
let color = if self.mode == GhostMode::Frightened {
|
||||
Color::RGB(0, 0, 255)
|
||||
} else {
|
||||
self.ghost_type.color()
|
||||
};
|
||||
|
||||
self.body_sprite
|
||||
.set_color_modulation(color.r, color.g, color.b);
|
||||
self.body_sprite
|
||||
.render(canvas, self.base.pixel_position, Direction::Right);
|
||||
/// Gets the target tile for this ghost based on its current mode
|
||||
pub fn get_target_tile(&self) -> (i32, i32) {
|
||||
match self.mode {
|
||||
GhostMode::Scatter => self.get_scatter_target(),
|
||||
GhostMode::Chase => self.get_chase_target(),
|
||||
GhostMode::Frightened => self.get_random_target(),
|
||||
GhostMode::Eyes => self.get_house_target(),
|
||||
GhostMode::House => self.get_house_exit_target(),
|
||||
}
|
||||
}
|
||||
|
||||
// Always render eyes on top
|
||||
let eye_frame = if self.mode == GhostMode::Frightened {
|
||||
4 // Frightened frame
|
||||
} else {
|
||||
match self.base.direction {
|
||||
Direction::Right => 0,
|
||||
Direction::Up => 1,
|
||||
Direction::Left => 2,
|
||||
Direction::Down => 3,
|
||||
/// Gets this ghost's home corner target for scatter mode
|
||||
fn get_scatter_target(&self) -> (i32, i32) {
|
||||
match self.ghost_type {
|
||||
GhostType::Blinky => (25, 0), // Top right
|
||||
GhostType::Pinky => (2, 0), // Top left
|
||||
GhostType::Inky => (27, 35), // Bottom right
|
||||
GhostType::Clyde => (0, 35), // Bottom left
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
self.eyes_sprite.render_static(
|
||||
canvas,
|
||||
self.base.pixel_position,
|
||||
/// Gets a random adjacent tile for frightened mode
|
||||
fn get_random_target(&self) -> (i32, i32) {
|
||||
let mut rng = rand::rng();
|
||||
let mut possible_moves = Vec::new();
|
||||
|
||||
// Check all four directions
|
||||
for dir in &[
|
||||
Direction::Up,
|
||||
Direction::Down,
|
||||
Direction::Left,
|
||||
Direction::Right,
|
||||
Some(eye_frame),
|
||||
);
|
||||
] {
|
||||
// Don't allow reversing direction
|
||||
if *dir == self.base.direction.opposite() {
|
||||
continue;
|
||||
}
|
||||
|
||||
let next_cell = self.base.next_cell(Some(*dir));
|
||||
if !matches!(
|
||||
self.base.map.borrow().get_tile(next_cell),
|
||||
Some(MapTile::Wall)
|
||||
) {
|
||||
possible_moves.push(next_cell);
|
||||
}
|
||||
}
|
||||
|
||||
if possible_moves.is_empty() {
|
||||
// No valid moves, must reverse
|
||||
self.base.next_cell(Some(self.base.direction.opposite()))
|
||||
} else {
|
||||
// Choose a random valid move
|
||||
possible_moves[rng.random_range(0..possible_moves.len())]
|
||||
}
|
||||
}
|
||||
|
||||
/// Gets the ghost house target for returning eyes
|
||||
fn get_house_target(&self) -> (i32, i32) {
|
||||
(13, 14) // Center of ghost house
|
||||
}
|
||||
|
||||
/// Gets the exit point target when leaving house
|
||||
fn get_house_exit_target(&self) -> (i32, i32) {
|
||||
(13, 11) // Just above ghost house
|
||||
}
|
||||
|
||||
/// Gets this ghost's chase mode target (to be implemented by each ghost type)
|
||||
fn get_chase_target(&self) -> (i32, i32) {
|
||||
// Default implementation just targets Pac-Man directly
|
||||
let pacman = self.pacman.borrow();
|
||||
let cell = pacman.base().cell_position;
|
||||
(cell.0 as i32, cell.1 as i32)
|
||||
}
|
||||
|
||||
/// Calculates the path to the target tile using the A* algorithm.
|
||||
pub fn get_path_to_target(&self, target: (u32, u32)) -> Option<(Vec<(u32, u32)>, u32)> {
|
||||
let start = self.base.cell_position;
|
||||
let map = self.map.borrow();
|
||||
let map = self.base.map.borrow();
|
||||
|
||||
dijkstra(
|
||||
&start,
|
||||
@@ -179,83 +207,6 @@ impl Ghost<'_> {
|
||||
)
|
||||
}
|
||||
|
||||
/// Gets the target tile for this ghost based on its current mode
|
||||
pub fn get_target_tile(&self) -> (i32, i32) {
|
||||
match self.mode {
|
||||
GhostMode::Scatter => self.get_scatter_target(),
|
||||
GhostMode::Chase => self.get_chase_target(),
|
||||
GhostMode::Frightened => self.get_random_target(),
|
||||
GhostMode::Eyes => self.get_house_target(),
|
||||
GhostMode::House => self.get_house_exit_target(),
|
||||
}
|
||||
}
|
||||
|
||||
/// Gets this ghost's home corner target for scatter mode
|
||||
fn get_scatter_target(&self) -> (i32, i32) {
|
||||
match self.ghost_type {
|
||||
GhostType::Blinky => (25, 0), // Top right
|
||||
GhostType::Pinky => (2, 0), // Top left
|
||||
GhostType::Inky => (27, 35), // Bottom right
|
||||
GhostType::Clyde => (0, 35), // Bottom left
|
||||
}
|
||||
}
|
||||
|
||||
/// Gets a random adjacent tile for frightened mode
|
||||
fn get_random_target(&self) -> (i32, i32) {
|
||||
let mut rng = rand::rng();
|
||||
let (x, y) = self.base.cell_position;
|
||||
let mut possible_moves = Vec::new();
|
||||
|
||||
// Check all four directions
|
||||
for dir in &[
|
||||
Direction::Up,
|
||||
Direction::Down,
|
||||
Direction::Left,
|
||||
Direction::Right,
|
||||
] {
|
||||
// Don't allow reversing direction
|
||||
if *dir == self.base.direction.opposite() {
|
||||
continue;
|
||||
}
|
||||
|
||||
let (dx, dy) = dir.offset();
|
||||
let next_cell = (x as i32 + dx, y as i32 + dy);
|
||||
let tile = self.map.borrow().get_tile(next_cell);
|
||||
if let Some(MapTile::Wall) = tile {
|
||||
// It's a wall, not a valid move
|
||||
} else {
|
||||
possible_moves.push(next_cell);
|
||||
}
|
||||
}
|
||||
|
||||
if possible_moves.is_empty() {
|
||||
// No valid moves, must reverse
|
||||
let (dx, dy) = self.base.direction.opposite().offset();
|
||||
return (x as i32 + dx, y as i32 + dy);
|
||||
}
|
||||
|
||||
// Choose a random valid move
|
||||
possible_moves[rng.gen_range(0..possible_moves.len())]
|
||||
}
|
||||
|
||||
/// Gets the ghost house target for returning eyes
|
||||
fn get_house_target(&self) -> (i32, i32) {
|
||||
(13, 14) // Center of ghost house
|
||||
}
|
||||
|
||||
/// Gets the exit point target when leaving house
|
||||
fn get_house_exit_target(&self) -> (i32, i32) {
|
||||
(13, 11) // Just above ghost house
|
||||
}
|
||||
|
||||
/// Gets this ghost's chase mode target (to be implemented by each ghost type)
|
||||
fn get_chase_target(&self) -> (i32, i32) {
|
||||
// Default implementation just targets Pac-Man directly
|
||||
let pacman = self.pacman.borrow();
|
||||
let cell = pacman.base.cell_position;
|
||||
(cell.0 as i32, cell.1 as i32)
|
||||
}
|
||||
|
||||
/// Changes the ghost's mode and handles direction reversal
|
||||
pub fn set_mode(&mut self, new_mode: GhostMode) {
|
||||
// Don't reverse if going to/from frightened or if in house
|
||||
@@ -274,7 +225,8 @@ impl Ghost<'_> {
|
||||
};
|
||||
|
||||
if should_reverse {
|
||||
self.base.direction = self.base.direction.opposite();
|
||||
self.base
|
||||
.set_direction_if_valid(self.base.direction.opposite());
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -284,56 +236,16 @@ impl Entity for Ghost<'_> {
|
||||
&self.base
|
||||
}
|
||||
|
||||
/// Returns true if the ghost entity is colliding with the other entity.
|
||||
fn is_colliding(&self, other: &dyn Entity) -> bool {
|
||||
let (x, y) = self.base.pixel_position;
|
||||
let (other_x, other_y) = other.base().pixel_position;
|
||||
x == other_x && y == other_y
|
||||
}
|
||||
|
||||
/// Ticks the ghost entity.
|
||||
fn tick(&mut self) {
|
||||
if self.mode == GhostMode::House {
|
||||
// For now, do nothing in the house
|
||||
return;
|
||||
}
|
||||
|
||||
if self.base.internal_position() == (0, 0) {
|
||||
self.base.cell_position = (
|
||||
(self.base.pixel_position.0 as u32 / CELL_SIZE) - BOARD_OFFSET.0,
|
||||
(self.base.pixel_position.1 as u32 / CELL_SIZE) - BOARD_OFFSET.1,
|
||||
);
|
||||
if self.base.is_grid_aligned() {
|
||||
self.base.update_cell_position();
|
||||
|
||||
let current_tile = self
|
||||
.map
|
||||
.borrow()
|
||||
.get_tile((
|
||||
self.base.cell_position.0 as i32,
|
||||
self.base.cell_position.1 as i32,
|
||||
))
|
||||
.unwrap_or(MapTile::Empty);
|
||||
if current_tile == MapTile::Tunnel {
|
||||
self.base.in_tunnel = true;
|
||||
}
|
||||
|
||||
// Tunnel logic: if in tunnel, force movement and prevent direction change
|
||||
if self.base.in_tunnel {
|
||||
// If out of bounds, teleport to the opposite side and exit tunnel
|
||||
if self.base.cell_position.0 == 0 {
|
||||
self.base.cell_position.0 = BOARD_WIDTH - 2;
|
||||
self.base.pixel_position =
|
||||
Map::cell_to_pixel((self.base.cell_position.0, self.base.cell_position.1));
|
||||
self.base.in_tunnel = false;
|
||||
} else if self.base.cell_position.0 == BOARD_WIDTH - 1 {
|
||||
self.base.cell_position.0 = 1;
|
||||
self.base.pixel_position =
|
||||
Map::cell_to_pixel((self.base.cell_position.0, self.base.cell_position.1));
|
||||
self.base.in_tunnel = false;
|
||||
} else {
|
||||
// While in tunnel, do not allow direction change
|
||||
// and always move in the current direction
|
||||
}
|
||||
} else {
|
||||
if !self.base.handle_tunnel() {
|
||||
// Pathfinding logic (only if not in tunnel)
|
||||
let target_tile = self.get_target_tile();
|
||||
if let Some((path, _)) =
|
||||
@@ -344,7 +256,7 @@ impl Entity for Ghost<'_> {
|
||||
let (x, y) = self.base.cell_position;
|
||||
let dx = next_move.0 as i32 - x as i32;
|
||||
let dy = next_move.1 as i32 - y as i32;
|
||||
self.base.direction = if dx > 0 {
|
||||
let new_direction = if dx > 0 {
|
||||
Direction::Right
|
||||
} else if dx < 0 {
|
||||
Direction::Left
|
||||
@@ -353,40 +265,60 @@ impl Entity for Ghost<'_> {
|
||||
} else {
|
||||
Direction::Up
|
||||
};
|
||||
self.base.set_direction_if_valid(new_direction);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check if the next tile in the current direction is a wall
|
||||
let (dx, dy) = self.base.direction.offset();
|
||||
let next_cell = (
|
||||
self.base.cell_position.0 as i32 + dx,
|
||||
self.base.cell_position.1 as i32 + dy,
|
||||
);
|
||||
let next_tile = self
|
||||
.map
|
||||
.borrow()
|
||||
.get_tile(next_cell)
|
||||
.unwrap_or(MapTile::Empty);
|
||||
if next_tile == MapTile::Wall {
|
||||
// Don't move if the next tile is a wall
|
||||
if self.base.is_wall_ahead(None) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if !self.base.modulation.next() {
|
||||
return;
|
||||
}
|
||||
|
||||
// Update position based on current direction and speed
|
||||
if self.base.modulation.next() {
|
||||
self.base.move_forward();
|
||||
|
||||
// Update cell position when aligned with grid
|
||||
if self.base.internal_position() == (0, 0) {
|
||||
self.base.cell_position = (
|
||||
(self.base.pixel_position.0 as u32 / CELL_SIZE) - BOARD_OFFSET.0,
|
||||
(self.base.pixel_position.1 as u32 / CELL_SIZE) - BOARD_OFFSET.1,
|
||||
);
|
||||
if self.base.is_grid_aligned() {
|
||||
self.base.update_cell_position();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Renderable for Ghost<'_> {
|
||||
fn render(&mut self, canvas: &mut sdl2::render::Canvas<sdl2::video::Window>) {
|
||||
// Render body
|
||||
if self.mode != GhostMode::Eyes {
|
||||
let color = if self.mode == GhostMode::Frightened {
|
||||
sdl2::pixels::Color::RGB(0, 0, 255)
|
||||
} else {
|
||||
self.ghost_type.color()
|
||||
};
|
||||
|
||||
self.body_sprite
|
||||
.set_color_modulation(color.r, color.g, color.b);
|
||||
self.body_sprite
|
||||
.render(canvas, self.base.pixel_position, Direction::Right);
|
||||
}
|
||||
|
||||
// Always render eyes on top
|
||||
let eye_frame = if self.mode == GhostMode::Frightened {
|
||||
4 // Frightened frame
|
||||
} else {
|
||||
match self.base.direction {
|
||||
Direction::Right => 0,
|
||||
Direction::Up => 1,
|
||||
Direction::Left => 2,
|
||||
Direction::Down => 3,
|
||||
}
|
||||
};
|
||||
|
||||
self.eyes_sprite.render_static(
|
||||
canvas,
|
||||
self.base.pixel_position,
|
||||
Direction::Right,
|
||||
Some(eye_frame),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -4,9 +4,8 @@ use std::rc::Rc;
|
||||
use sdl2::render::{Canvas, Texture};
|
||||
use sdl2::video::Window;
|
||||
|
||||
use crate::entity::MovableEntity;
|
||||
use crate::{
|
||||
entity::Entity,
|
||||
entity::{Entity, MovableEntity, Renderable},
|
||||
ghost::{Ghost, GhostMode, GhostType},
|
||||
map::Map,
|
||||
pacman::Pacman,
|
||||
@@ -39,7 +38,7 @@ impl<'a> Blinky<'a> {
|
||||
/// Gets Blinky's chase target - directly targets Pac-Man's current position
|
||||
fn get_chase_target(&self) -> (i32, i32) {
|
||||
let pacman = self.ghost.pacman.borrow();
|
||||
let cell = pacman.base.cell_position;
|
||||
let cell = pacman.base().cell_position;
|
||||
(cell.0 as i32, cell.1 as i32)
|
||||
}
|
||||
|
||||
@@ -48,7 +47,7 @@ impl<'a> Blinky<'a> {
|
||||
}
|
||||
|
||||
pub fn render(&mut self, canvas: &mut Canvas<Window>) {
|
||||
self.ghost.render(canvas);
|
||||
Renderable::render(&mut self.ghost, canvas);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,3 +1 @@
|
||||
mod blinky;
|
||||
|
||||
pub use blinky::Blinky;
|
||||
pub mod blinky;
|
||||
|
||||
220
src/pacman.rs
220
src/pacman.rs
@@ -10,10 +10,8 @@ use tracing::event;
|
||||
|
||||
use crate::{
|
||||
animation::AnimatedTexture,
|
||||
constants::MapTile,
|
||||
constants::{BOARD_OFFSET, BOARD_WIDTH, CELL_SIZE},
|
||||
direction::Direction,
|
||||
entity::{Entity, MovableEntity},
|
||||
entity::{Entity, MovableEntity, Renderable},
|
||||
map::Map,
|
||||
modulation::{SimpleTickModulator, TickModulator},
|
||||
};
|
||||
@@ -26,7 +24,6 @@ pub struct Pacman<'a> {
|
||||
pub next_direction: Option<Direction>,
|
||||
/// Whether Pac-Man is currently stopped.
|
||||
pub stopped: bool,
|
||||
map: Rc<RefCell<Map>>,
|
||||
sprite: AnimatedTexture<'a>,
|
||||
}
|
||||
|
||||
@@ -45,16 +42,70 @@ impl Pacman<'_> {
|
||||
Direction::Right,
|
||||
3,
|
||||
SimpleTickModulator::new(1.0),
|
||||
map,
|
||||
),
|
||||
next_direction: None,
|
||||
stopped: false,
|
||||
map,
|
||||
sprite: AnimatedTexture::new(atlas, 2, 3, 32, 32, Some((-4, -4))),
|
||||
}
|
||||
}
|
||||
|
||||
/// Renders Pac-Man to the canvas.
|
||||
pub fn render(&mut self, canvas: &mut Canvas<Window>) {
|
||||
/// Handles a requested direction change.
|
||||
fn handle_direction_change(&mut self) -> bool {
|
||||
match self.next_direction {
|
||||
None => return false,
|
||||
Some(next_direction) => {
|
||||
if self.base.set_direction_if_valid(next_direction) {
|
||||
self.next_direction = None;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
false
|
||||
}
|
||||
|
||||
/// Returns the internal position of Pac-Man, rounded down to the nearest even number.
|
||||
fn internal_position_even(&self) -> (u32, u32) {
|
||||
let (x, y) = self.base.internal_position();
|
||||
((x / 2u32) * 2u32, (y / 2u32) * 2u32)
|
||||
}
|
||||
}
|
||||
|
||||
impl Entity for Pacman<'_> {
|
||||
fn base(&self) -> &MovableEntity {
|
||||
&self.base
|
||||
}
|
||||
|
||||
fn tick(&mut self) {
|
||||
let can_change = self.internal_position_even() == (0, 0);
|
||||
|
||||
if can_change {
|
||||
self.base.update_cell_position();
|
||||
|
||||
if !self.base.handle_tunnel() {
|
||||
// Handle direction change as normal if not in tunnel
|
||||
self.handle_direction_change();
|
||||
|
||||
// Check if the next tile in the current direction is a wall
|
||||
if !self.stopped && self.base.is_wall_ahead(None) {
|
||||
self.stopped = true;
|
||||
} else if self.stopped && !self.base.is_wall_ahead(None) {
|
||||
self.stopped = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if !self.stopped && self.base.modulation.next() {
|
||||
self.base.move_forward();
|
||||
if self.internal_position_even() == (0, 0) {
|
||||
self.base.update_cell_position();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Renderable for Pacman<'_> {
|
||||
fn render(&mut self, canvas: &mut Canvas<Window>) {
|
||||
if self.stopped {
|
||||
self.sprite.render_static(
|
||||
canvas,
|
||||
@@ -67,159 +118,4 @@ impl Pacman<'_> {
|
||||
.render(canvas, self.base.pixel_position, self.base.direction);
|
||||
}
|
||||
}
|
||||
|
||||
/// Calculates the next cell in the given direction.
|
||||
pub fn next_cell(&self, direction: Option<Direction>) -> (i32, i32) {
|
||||
let (x, y) = direction.unwrap_or(self.base.direction).offset();
|
||||
let cell = self.base.cell_position;
|
||||
(cell.0 as i32 + x, cell.1 as i32 + y)
|
||||
}
|
||||
|
||||
/// Handles a requested direction change.
|
||||
///
|
||||
/// The direction change is only applied if the next tile in the requested
|
||||
/// direction is not a wall.
|
||||
fn handle_direction_change(&mut self) -> bool {
|
||||
match self.next_direction {
|
||||
// If there is no next direction, do nothing.
|
||||
None => return false,
|
||||
// If the next direction is the same as the current direction, do nothing.
|
||||
Some(next_direction) => {
|
||||
if next_direction == self.base.direction {
|
||||
self.next_direction = None;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Get the next cell in the proposed direction.
|
||||
let proposed_next_cell = self.next_cell(self.next_direction);
|
||||
let proposed_next_tile = self
|
||||
.map
|
||||
.borrow()
|
||||
.get_tile(proposed_next_cell)
|
||||
.unwrap_or(MapTile::Empty);
|
||||
|
||||
// If the next tile is a wall, do nothing.
|
||||
if proposed_next_tile == MapTile::Wall {
|
||||
return false;
|
||||
}
|
||||
|
||||
// If the next tile is not a wall, change direction.
|
||||
event!(
|
||||
tracing::Level::DEBUG,
|
||||
"Direction change: {:?} -> {:?} at position ({}, {}) internal ({}, {})",
|
||||
self.base.direction,
|
||||
self.next_direction.unwrap(),
|
||||
self.base.pixel_position.0,
|
||||
self.base.pixel_position.1,
|
||||
self.base.internal_position().0,
|
||||
self.base.internal_position().1
|
||||
);
|
||||
self.base.direction = self.next_direction.unwrap();
|
||||
self.next_direction = None;
|
||||
|
||||
true
|
||||
}
|
||||
|
||||
/// Returns the internal position of Pac-Man, rounded down to the nearest
|
||||
/// even number.
|
||||
///
|
||||
/// This is used to ensure that Pac-Man is aligned with the grid before
|
||||
/// changing direction.
|
||||
fn internal_position_even(&self) -> (u32, u32) {
|
||||
let (x, y) = self.base.internal_position();
|
||||
((x / 2u32) * 2u32, (y / 2u32) * 2u32)
|
||||
}
|
||||
}
|
||||
|
||||
impl Entity for Pacman<'_> {
|
||||
fn base(&self) -> &MovableEntity {
|
||||
&self.base
|
||||
}
|
||||
|
||||
/// Returns true if the Pac-Man entity is colliding with the other entity.
|
||||
fn is_colliding(&self, other: &dyn Entity) -> bool {
|
||||
let (x, y) = self.base.pixel_position;
|
||||
let (other_x, other_y) = other.base().pixel_position;
|
||||
x == other_x && y == other_y
|
||||
}
|
||||
|
||||
/// Ticks the Pac-Man entity.
|
||||
fn tick(&mut self) {
|
||||
// Pac-Man can only change direction when he is perfectly aligned with the grid.
|
||||
let can_change = self.internal_position_even() == (0, 0);
|
||||
|
||||
if can_change {
|
||||
self.base.cell_position = (
|
||||
(self.base.pixel_position.0 as u32 / CELL_SIZE) - BOARD_OFFSET.0,
|
||||
(self.base.pixel_position.1 as u32 / CELL_SIZE) - BOARD_OFFSET.1,
|
||||
);
|
||||
|
||||
let current_tile = self
|
||||
.map
|
||||
.borrow()
|
||||
.get_tile((
|
||||
self.base.cell_position.0 as i32,
|
||||
self.base.cell_position.1 as i32,
|
||||
))
|
||||
.unwrap_or(MapTile::Empty);
|
||||
if current_tile == MapTile::Tunnel {
|
||||
self.base.in_tunnel = true;
|
||||
}
|
||||
|
||||
// Tunnel logic: if in tunnel, force movement and prevent direction change
|
||||
if self.base.in_tunnel {
|
||||
// If out of bounds, teleport to the opposite side and exit tunnel
|
||||
if self.base.cell_position.0 == 0 {
|
||||
self.base.cell_position.0 = BOARD_WIDTH - 2;
|
||||
self.base.pixel_position = Map::cell_to_pixel((
|
||||
self.base.cell_position.0 + 1,
|
||||
self.base.cell_position.1,
|
||||
));
|
||||
self.base.in_tunnel = false;
|
||||
} else if self.base.cell_position.0 == BOARD_WIDTH - 1 {
|
||||
self.base.cell_position.0 = 1;
|
||||
self.base.pixel_position = Map::cell_to_pixel((
|
||||
self.base.cell_position.0 - 1,
|
||||
self.base.cell_position.1,
|
||||
));
|
||||
self.base.in_tunnel = false;
|
||||
} else {
|
||||
// While in tunnel, do not allow direction change
|
||||
// and always move in the current direction
|
||||
}
|
||||
} else {
|
||||
// Handle direction change as normal
|
||||
self.handle_direction_change();
|
||||
|
||||
// Check if the next tile in the current direction is a wall.
|
||||
let next_tile_position = self.next_cell(None);
|
||||
let next_tile = self
|
||||
.map
|
||||
.borrow()
|
||||
.get_tile(next_tile_position)
|
||||
.unwrap_or(MapTile::Empty);
|
||||
|
||||
if !self.stopped && next_tile == MapTile::Wall {
|
||||
self.stopped = true;
|
||||
} else if self.stopped && next_tile != MapTile::Wall {
|
||||
self.stopped = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if !self.stopped {
|
||||
if self.base.modulation.next() {
|
||||
self.base.move_forward();
|
||||
// Update the cell position if Pac-Man is aligned with the grid.
|
||||
if self.internal_position_even() == (0, 0) {
|
||||
self.base.cell_position = (
|
||||
(self.base.pixel_position.0 as u32 / CELL_SIZE) - BOARD_OFFSET.0,
|
||||
(self.base.pixel_position.1 as u32 / CELL_SIZE) - BOARD_OFFSET.1,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user